248,602 Commits over 3,928 Days - 2.64cph!

28 Days Ago
removing old cliffs, old formations except types still in use, test folders
28 Days Ago
Fix not switching assembly during hotload
28 Days Ago
Adjusted World Mapping Size of all trimsheets Stepped the mapping size down to 64 from 128, effectively doubling the working resolution of our trims. They were too low-res in most use-cases, producing shit mipmap compression. This shouldn't fuck anything, just makes everything sharper when hotspotting from now on
28 Days Ago
Merge from simple_upgrade
28 Days Ago
blendable: vertex paint tint masks apply per layer https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
28 Days Ago
Re-exported rock_formation_mid_b_nrm to get rid of import errors
28 Days Ago
Frisbee blockout
28 Days Ago
Server sends code archive instead of assembly Client compiles code archives
28 Days Ago
Don't try to compile code archives on local packages
28 Days Ago
tint test map
28 Days Ago
Merge from launcher reload bug
28 Days Ago
Added separate mask tiling and offset and blending to the detail mask in the blend shaders
28 Days Ago
Apply the same fix when going from loaded-> unloaded (should never really happen in reality, but there's no reason for it to take 0.25s)
28 Days Ago
Adjusted duration between unloaded <-> loaded in crossbow viewmodel to possibly fix the 0.25s delay before firing when a reload on the server takes longer than the client Affects crossbow and speargun vms
28 Days Ago
added temp material values that I think make the ice look better - changes and request written up on task comments
28 Days Ago
Fixed the double reload bug for all weapons in BaseProjectile Store a new reload cooldown that is 50% longer than the normal cooldown, cancel it when the client receives the reload (the local ammo changes) Only need to store this new cooldown in case we don't receive a response from the server because the reload was rejected, in that case the regular reload functionality will start working after a few seconds
28 Days Ago
merge from main
28 Days Ago
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28 Days Ago
update particle rework scene
28 Days Ago
fixed colliders on sculpture that were blocking some placement and block upgrades
28 Days Ago
Pool for menu options
28 Days Ago
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
28 Days Ago
Fix compile error in none.
28 Days Ago
Remove some randomly added Usings
28 Days Ago
Remove redundant check
28 Days Ago
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
28 Days Ago
Additional checks
28 Days Ago
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28 Days Ago
Ice shader tessellation with phong and bezier smoothing options
28 Days Ago
Merge from main (keeping main changes to external wall prefabs)
28 Days Ago
Don't show on default 5.56
28 Days Ago
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++
28 Days Ago
Leaderboard backup, run #15701
28 Days Ago
Make Connection.SteamId and PartyId a SteamId Make Game.SteamId a SteamId Networking.TryConnectSteamId takes a SteamId Add SteamId.AccountType Add steamid to bytepack
28 Days Ago
Store last connection string globally for reconnect. Allows you to reconnect to your last server even when disconnected. Fix a bug where host changed may be called when not appropriate, such as an initial connection.
28 Days Ago
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
28 Days Ago
Fixed reconnect command Set _ownerid before lobby owner transfer as well and pre-empt owner data change Make sure go.Network returns network root network accessor like it did before (Fixes Facepunch/sbox-issues#7044) Just return out if we're headless when shutting down user cursors instead of assert - fixes dedicated server not starting Better handling for root network accessor
28 Days Ago
Merge from oxygen_qol_tweaks
28 Days Ago
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory Fixed some rounding issues when using dive tanks after the last commit
28 Days Ago
Increase depth required to start losing oxygen to 1 (fully submerged) Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
28 Days Ago
Merge from main
28 Days Ago
Merge from launcher reload bug
28 Days Ago
Print reload time option now recommends a reload time based on a 0.34ms buffer Updated both rocket launchers again
28 Days Ago
Merge from modding_prefabs
28 Days Ago
Added new greybox scene containing all cube prefabs (for testing)
28 Days Ago
Backlog of unsaved mapping/modding prefabs: - More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster - Cold and heat volume variants (low, med, high) - Toxic/radiation water cube + cylinder prefabs - Admin spawnable invisible 3x3 cube + wall - Static fire prefabs (looping) - Static xmas light string prefab - Static spraycan decals - Birthday cake prefabs - Invisible static PressButton
28 Days Ago
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
28 Days Ago
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled